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09-20-2022, 12:46 PM | #1 |
Join Date: May 2010
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Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
I've finally sat down to start carefully comparing changes DFRPG made to the occupational templates in GURPS Dungeon Fantasy. I had some idea of general changes to expect, e.g. traits that had significantly reworker or removed entirely, and DFRPG making certain things previously labeled "power-ups" available to starting characters. But other changes I didn't have a great handle on, and I suspect other people are curious about the details of these changes. I'm going to start by posting my notes for the Barbarian and Bard; others will come later as I do them.
Barbarian
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. Last edited by Michael Thayne; 02-05-2024 at 07:52 PM. |
09-21-2022, 09:58 AM | #2 |
Join Date: May 2010
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
The changes on the next three templates are, as far as I can tell, all fairly minor. All follow the Bard in merging point pools for optional advantages, such that they have no minimum number of points which they must spend on special abilities.
Cleric
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
09-26-2022, 02:46 PM | #3 |
Join Date: May 2010
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
Knight
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. Last edited by Michael Thayne; 09-27-2022 at 07:54 AM. |
09-26-2022, 06:54 PM | #4 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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09-27-2022, 07:52 AM | #5 |
Join Date: May 2010
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
True. To be clear, I know why it was done that way in GURPS Dungeon Fantasy 1—because in GURPS attacking with a melee weapon while mounted uses the lower of weapon skill or Riding. Still odd there was no option to just be able to ride a horse without necessarily being great at mounted combat.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
09-27-2022, 08:25 AM | #6 | |
Join Date: Jan 2008
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
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"Mounted combat is beyond the scope of Dungeon Fantasy, but here’s a quick-and-dirty rule: You and your mount move on your turn at your mount’s Move; your effective combat skills cannot exceed Riding; mounted melee attacks have -1 to hit, +1 damage; and you must roll vs. Riding for each jump or other stunt." |
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09-28-2022, 12:30 AM | #7 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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09-28-2022, 05:59 AM | #8 |
Join Date: Jan 2008
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
Quirk points are precious though because they're your only way to get off-template advantages and skills. Say you want to play a Knight with Animal Empathy and Riding (Horse). You'll have to spend all five of your Quirk points on Animal Empathy. If Riding (Horse) weren't on the Knight template you wouldn't be able to get them both.
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09-29-2022, 07:55 AM | #9 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
A Knight may also want to use their quirks points on money for armor.
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10-26-2022, 07:33 AM | #10 |
Join Date: Jan 2008
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Re: Deep dive on differences between GURPS Dungeon Fantasy and DFRPG templates
Another interesting difference between GURPS and DFRPG: in DFRPG, Rapier Wit is based on IQ or Intimidation, which is based on Will. In GURPS, Rapier Wit is based on Public Speaking, which is based on IQ.
Implication 1 (roleplaying): a swashbuckler's Rapier Wit can be a more aggressive "rapier" than a GURPS Rapier Wit. The Scarlet Pimpernel might be using IQ-based Rapier Wit, but an Intimidation-based Rapier Wit is more like Agent K intimidating the border patrol in Men In Black ("Don't 'sir' me, young man. You have no idea who you're dealing with.") or Bane in The Dark Knight Rises. (If Bane can supernaturally stun enemies with his words, that goes a long way towards explaining how some of his plans manage to succeed despite being wildly convoluted! E.g. why the guy on the airplane doesn't just shoot him after unmasking him.) Implication 2 (mechanical): swashbucklers get a high return on investment for buying up Will. Each 5 points in Will not only makes you less vulnerable to mind control (important in itself when you're one of the party's big guns) and more resistant to fear, but it also boosts Rapier Wit AND Power Blow. One silly but viable example: a starting half-ogre swashbuckler who invests 35 points in Will and 5 in Rapier Wit, and therefore has Will 16. By investing Quirk points he can get Intimidation-16 (1 quirk point) and Kiai-14, as well as Rapier-20 (21) doing 2d+5 cutting per hit. He's excellent at disabling sapient monsters (note: All Out Attack (Double) and Luck can both be used to enhance Kiai, which enhances Intimidation by +2 even if it fails, and Luck can also boost Intimidation) and pretty good (better than even odds) at disabling even nonsapient monsters. And he's good also at cutting things to pieces, and hard to mind control. He's not quite to the point where routinely using Power Blow in combat makes sense, but another 25 points in Will would get him there. Of course you don't have to go all-in on Will up front. You could go for Extra Attack, Striking ST, and weapon skills first and buy up Will and Rapier Wit later. Which to get first depends on the party and GM's style; but you will want Will sooner or later. Last edited by sjmdw45; 10-26-2022 at 09:42 AM. |
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